Feelings and Videogames
summary
Argues that gameplay mechanics — not just narrative — shape bodily emotion, with concrete examples and prototypes: MedicationMeditation and Cyclothymia as lived-design artifacts, game prototypes using heartbeat monitors and scent (Death Whiff 3000) and tactile fabric, and the claim that standard controllers punish visible fear by making fidgeting detrimental. Includes notes on small-scale practice (twine workshops in psychiatric wards) and design choices that actually produce or restrain affect.
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chapters (8)
- 0:00Start
- 3:03Mental Illness
- 5:08AFFECT?
- 6:18Anti-racism
- 8:38Emotional and somatic responses are regulated by gameplay and controls
- 11:11Good/Bad Feelings
- 13:11Reparative Art
- 16:05Feelings are important information!
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